/Engine/Plugins/Runtime/MeshModelingToolset/Source/ModelingComponentsEditorOnly/Public/AssetUtils/CreateStaticMeshUtil.h
Options for newUStaticMeshasset created byCreate()functions below.
struct FStaticMeshAssetOptions
TArray<UMateri...
AssetMaterials
Optional list of materials to initialize the Asset with. If defined, size must be the same as NumMaterialSlots.
bool
bAllowDistanceField
Whether to allow distance field to be computed for this mesh. Disable this to save memory if the generated mesh will only be rendered in the distance.
bool
bCreatePhysicsBody
Controls whether theUBodySetupon the Asset will be created (generally should be true)
bool
bDeferPostEditChange
By default, PostEditChange() will be called to rebuild mesh, set true to skip this call
bool
bEnableRecomputeNormals
Controls whether or not the RecomputeNormals option will be enabled on the Asset.
bool
bEnableRecomputeTangents
Controls whether or not the RecomputeTangents option will be enabled on the Asset.
bool
bGenerateLightmapUVs
Whether to generate lightmap uvs for the generated mesh.
bool
bGenerateNaniteEnabledMesh
Whether to generate a nanite-enabled mesh.
bool
bSupportRayTracing
Whether ray tracing will be supported on this mesh. Disable this to save memory if the generated mesh will only be rendered in the distance.
ECollisionTrace...
CollisionType
Set asset collision type
FMeshNaniteSett...
NaniteSettings
Nanite settings to set on static mesh asset.
FString
NewAssetPath
int32
NumMaterialSlots
Number of Material Slots desired on the Asset. At least one will always be created.
int32
NumSourceModels
Number of SourceModels (ie LODs)
FStaticMeshAsse...
SourceMeshes
Optional list of meshes to use to initialize SourceModels. If defined, only one array should be non-empty, and must be the same length as NumSourceModels.
UPackage*
UsePackage
This package will be used if it is not null, otherwise a new package will be created at NewAssetPath